No more bean! Also modifier on grounded seems to be working.
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@ -161,6 +161,9 @@ func new_move_actor_as_desired(_delta :float,
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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if _state.name == 'jump':
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var foo = 2+2 # break
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var calc_velocity = Vector2.ZERO
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if _velocity_override.x != 0.0:
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calc_velocity.x = _velocity_override.x
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@ -202,8 +205,10 @@ func new_move_actor_as_desired(_delta :float,
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var modifier_indicator := ''
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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if modifier and modifier.is_active:
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if !(_state.is_grounded and modifier.only_grounded): # Should we skip
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if (_state.is_grounded and modifier.only_grounded): # Should we skip
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modifier_indicator = '*'
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if _state.name == 'jump':
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var foo = 2+2 # break
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movement_parameters.apply_state_modifier(modifier, move_direction.x)
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## Inertia only applies if there is a difference between the
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@ -356,6 +361,9 @@ func is_out_of_range(value: float, a: float, b: float) -> bool:
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## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
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func apply_movement_to_parent( _velocity :Vector2) -> void:
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var snap = Vector2.DOWN * 8
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## Disable snap when trying to jump (hacky?)
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if _velocity.y < -8:
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snap = Vector2.ZERO
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if parent is KinematicBody2D:
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velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
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@ -67,3 +67,5 @@ func merge(_merge_from_modifier: StateModifier):
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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direction = _merge_from_modifier.direction
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only_grounded = _merge_from_modifier.only_grounded
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@ -33,8 +33,8 @@ func _ready():
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func get_movement_direction() -> float:
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#return Input.get_axis('move_left', 'move_right')
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desired_movement_vector.x = Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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return Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
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desired_movement_vector.x = sign(Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number)))
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return desired_movement_vector.x # sign(Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number)))
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var _wants_jump :bool
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func wants_jump() -> bool:
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@ -305,8 +305,8 @@ func _state_process_physics_jump():
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# request_state_change.call_func('idle')
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if velocity.y > 0:
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request_state_change.call_func('fall')
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move_actor_as_desired()
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#apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
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#move_actor_as_desired()
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apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
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func _state_process_physics_move():
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# flip sprite in direction
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